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It's especialy annoying on atks that have a super low stagger time.
You can create challenge without having to resort to forcing the player to stall for maximum effect. It's always lame in any turn based combat when "stalling" is the best way to play. (stun locking people while you heal because you can't heal out of combat, having party members just stand around so you don't break a stun, etc)
Hell, currently in Renegades you can either stall or just not use heroes that only have Stagger attacks lol. Kinda just bad design that some heroes have almost 0 attacks that don't stagger.
It's not hard to avoid using attack with stagger. It's just that it forces you to avoid a lot of characters with stagger attacks, because stag counter always decreases even though crit didn't happen.
The thing is that low stagger attacks are already weaker than their counter parts which don't have stagger in terms of pure damage. If you don't crit with such attack, not only you loose crit damage, but also the counter decreases, so you get double the penalty on such attacks.
Even if devs were to make the change then low stagger skills would still be worse in case you crit. You only move enemy/boss slightly and waste their counter.
Not only that makes characters such as Valkyrie especially bad. This just prolongs the combat, and also makes me have to spend most turns just defending. That's just not fun.
That's also not intuitive behavior, I was struggling at first, because I didn't expect that behavior.
Heya! Sorry it's hard gauge if this is a bug or maybe there was an immunity that was missed. Do you mind sending us a save file to support@massdmg.com and we'll take a look? Thanks!
I don't think a save file is necessary, anyone can test it. For example if an enemies attack can be Staggered 5 times, if you break the attack with 1 stagger, then hit him with 2 more staggers attacks, the next round of combat the attack will only be able to be staggered 2 more times but the 2 additional stagger attacks you did didn't even move the attack back, it just reduced the Stagger counter.
Which leads to players having to not use additional attacks that stagger on enemies they don't want to reduce the stagger counter on. (Having to have teammates that just stand around instead of attacking)
The stagger definetily counts for the next round. I'd often break them with a stagger, then use another 60s stagger to push them at the end of the next round. Its even explained in the tutorial that's how it works.
But in case they aren't getting pushed in the next round, then its surely a bug.
I'm not sure if continuous staggers stack, but it definitely makes a difference if they are at the end of the track and you hit them with a +20s or a +40s